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UR1 Y78 Planets of Tripoli Region 5

by Rindis on August 18, 2024 at 3:00 pm
Posted In: SFB

This report has sat for way too long, but Mark and I got to the Region 5 battle in our SFB campaign a while back; this is the primary base battle, where I am attempting to clear one of the two YDKs on defense line 2. I had stuffed as much into my fleet as I could, leading with one of the WDNs, and using two CAs, a CL, and two DDs. USS Mare Serenitatis had taken two hits last year, damaging two out of eight armor, but USS Ney was a just-built destroyer leader, equipped with an extra point of armor as well as two cargo and an extra transporter, and USS Solek has a pair special sensors (unique to Vulcan ships in this era), to combat the EW abilities of the base.

Mark’s fleet wasn’t as heavy, but the YDK is quite large and has a BPV/EPV rating approaching double that of my dreadnought. However, Wolfbite lost all eight of its armor last year, and Glory Seeker had taken heavy damage and is permanently out three hull and the auxiliary bridge until it spends a year getting repaired. The important consideration for my tactics was that the YDK’s disruptor cannons, surprisingly, have a maximum range of 22 hexes. It’s more than large enough that I figured they’d have the full 40-hex range, but this leaves me a fair amount of the map where all the YDK can do is electronic warfare and shots with four banks of three phasers each (which is potentially dangerous enough).


Mark got a good roll for setup, and his ships started at WS-III (the attacker’s ships are always at that for base battles; they know they’re about to show up). I lined up at the range-35 limit and proceeded at speed 10, while Mark started stacked with the base and went speed 12. During the turn, the Carnivons broke into two stacks, and on impulse 24 WCA Wolfbite and WCL Rain of Terror launched death bolts. After that, I turned off of a direct attack run towards the YDK, and headed (roughly) to intercept the enemy fleet. On impulse 29, YDK Bowl of Meat (A2B2) fired 6xphaser-1s at WDL USS Ney (SF-96), doing three damage at range 26.

Turn 2 saw similar plots to the first turn, but Ney slowed down to speed 8 to start repairing the #2 shield. By impulse 6 the entire Carnivon force was running on a parallel course to me, but much closer to the base, ahead of me, and faster, and by impulse 16 had turned off completely, orbiting the base at range 12, before turning in even closer in the second half of the turn. The death bolts came into range on impulse 24, and WVC USS Solek (SF-62) used her special sensors to break the lock-ons of two of them.

At the very end of the turn, I turned in, and declared speed 1 for everyone on turn 3, as I was just outside the range-22 limit. In return, Bowl of Meat fired 6xph-1s at WVL USS Stalwart (SF-65) on impulse 32, doing 2 damage to the #1 shield after reinforcement. This set me up for a potential bombardment of the base if the Carnivon fleet continued to stay away, or a combined bombardment of everything if the Carnivon ships sat close to the base. Without proximity photons, this was unlikely to be a winning strategy for me, but I figured lucky photon volleys could force Carnivon ships off the line, while I could hopefully take the ph-1 bombardment for a while.

As it was, Mark launched a full volley of death bolts on impulse 9, Solek used one channel to break a lock on from the first volley, and Stalwart shot down the remaining one on impulse 21. The Carnivon ships turned to approach around mid turn, and on impulse 25 he fired all the ph-2s and 6xph-1 at WAD USS Breaker (SF-77), doing 2 damage to the #1 after the low speed ‘brick’ and batteries. Bowl of Meat tried again with another 3xph-1 two impulses later, but couldn’t hit. On impulse 30, Breaker and WCA USS Mare Serenitatis (SF-25) fired 2xph-2 each at WCA Wolfbite (201) for two points that did not register on the shields. On impulse 32, I sideslipped to maintain range from the base, and the Carnivon fleet started turning off. Ney fired 2xph-2 along with WDN USS Venus’ (SF-38) 2xphasers and three photon torpedoes at Wolfbite, doing 1 point from poor phaser and photon rolls (taken on battery).

With the Carnivon fleet headed away again, I stuck to speed 1 and a bombardment profile for turn 4, while Mark slowed to speed 9 (7 for Rain of Terror). The base put another three ph-1s into Breaker on impulse 7 but missed (all 3s at a range where damage requires 1s and 2s). The fleet then turned in, and started approaching the Star Fleet force again. Solek turned off two death bolts from last turn’s volley, and the Carnivons got to the oblique around impulse 18, and turned in on 22. USS Breaker fired her photon on 25 and hit Wolfbite (in the lead) to take out nearly half the #1. Bowl of Meat fired three more ph-1s at Breaker on impulse 28 doing 1 point to the #1 on much better rolls after batteries. On 31, the Carnivons launched another full volley of death bolts.

On impulse 32, part of my fleet turned to face the Carnivon ships (Breaker did not to keep the weakened #1 away, and Solek did not as her special sensors didn’t require it). The Carnivons volleyed 6xph-2 at USS Breaker (two from Rain of Terror from outside range 8), and 6xph-1s and 2xdisruptor cannons from Bowl of Meat (she had just hit range 22, and these were on the #1, while the fleet was hitting #2) to do 8 points each to two shields, collapsing both for no internals. Meanwhile, Star Fleet answered with five photon torpedoes at Wolfbite, hitting with two to punch three internals through the #1, including a warp and phaser.


Beginning of Turn 5, showing movement through Turn 4.

For turn 5, the Carnivons sped back up to speed 12 or better, while I went speeds 8 or 9. Breaker and Wolfbite both turned fire control off, and Bowl of Meat lent ECM to Wolfbite and Rain of Terror (for a total of 5 on each). The first part of the turn was nail-biting for me as while Breaker had repaired a box of the #1 shield at the end of the turn, #2 was down, and she had to turn that shield past the base, or go charging into the middle of a bunch of death bolts. Thankfully, she was near a shield boundary, and hit that an impulse before the base’s pre-rotation, giving it a shot at the #3 instead.

Solek managed to turn off two of three of the death bolts in the best position to impact, and on impulses 8 and 9, USS Venus fired, hitting with one photon through a shift, and doing three more damage with phasers, just knocking down Wolfbite‘s #5. The rest of the turn was fairly calm as I worked by the death bolts, and ranges opened up again. Four shields had gone down across two ships, but only three internals had been scored.

I split up to avoid the death bolts, and the Carnivons headed back towards the base, both fleets turned clockwise in the second half of the turn, with Wolfbite continuing towards the base. The Carnivons slowed to speed 6 (except for WFF Sharp Claw (25) which went 9) for turn 6. I spent the turn getting Solek back to the rest of the fleet, turning off a couple death bolts (I continued to succeed about 1/3 the time) as she came back into range. The bulk of the Carnivon fleet followed at a distance, and Breaker was still headed away, trying to get two shields repaired.

I went up to speed 11 for turn 7, and the Carnivons went back to speed 12. As I started clearing impact range of the death bolts, I turned back, eventually aiming towards a range 9 pass at the base, and the Carnivons paralleled me at about range 15+. I got into range on impulse 30, and Bowl of Meat fired the disruptor cannons and 2xph-1s at USS Solek, hitting with one cannon and one point of phaser damage (largely ‘middle’ rolls again, not good enough here), for one point to register on the #1 after batteries.

Turn 8 was much the same, I was slowly heading in for my run, while the Carnivon ships ducked behind the base and headed away. Bowl of Meat and Sharp Claw launched death bolts on 23, and 3xph-1s fired on 27 to do a point of damage to USS Ney‘s #6 after batteries. The turn ended with my main force 11-12 hexes from the base, and speeds went all over as I arranged for photons and everything else to be ready. The Carnivons stayed at 12, with Sharp Claw going 15, and Wolfbite turning off fire control to go 14. On impulse 6, rotation effects let Bowl of Meat fire everything (short of ph-3s) at USS Ney (range 11 down the chord), hitting with one disruptor cannon and good phaser rolls to do 25 damage, punching through the #6 and armor for 14 internals, taking out three power and phasers #1 and #2; leaving the 360 mount, photon and 7 power.

On impulse 9, USS Mare Serenitatis slipped into range 8 and hit with a photon and decent phaser rolls to do 14 damage, 4 of which registered on shield #6. On 13, Venus got into firing position and hit with two photons, with poor phaser rolls to do another 22 damage, bringing shield #6 down to four boxes. One of the latest death bolts caught up to Venus on impulse 28 and hit for six damage on the #5 (after batteries). The other was apparently after Mare Serenitatis (three hexes further away), and the one from Sharp Claw was turned off by Solek (taking all three attempts from a channel).

This largely ended the “active” portion of the battle. Ney turned off after getting pounded, and spent time putting the #6 back together while repairing the #2 phaser. Breaker was trailing well behind the rest of the fleet, and worked on rejoining them while photons rearmed, and took fire from Bowl of Meat at the start of turn 11; both disruptors missed, and the #6 shield took 2 points from phaser fire, and another 3 on impulse 6 as the next bank rotated into arc. The Carnivons had also split up, with Sharp Claw separated from everything else and running ahead of my main force. I determined to run her off the map at the very least, and she exited the map at the very end of turn 10. The rest of the Carnivons were in the upper right corner, and also headed for the map edge, with Wolfbite disengaging on impulse 16, and the rest at the end of turn 11.

After this, Mark gave me notes on the base, and I ran the siege solo. My first job was to collect my scattered forces back together for a more concentrated burn-down. On the other hand, Bowl of Meat was making good progress repairing the #6 shield, undoing what little I had done. A YDK generates 28 power, but also has 10 batteries, which is great short-term, but means power is a problem once its gone, since housekeeping plus shield repair and EW comes to about 2/3rds the power generation. Add in phasers and disruptor cannons, and batteries might become a luxury. As usual with a base, a Power Assist Module can be a great help.

At the start of turn 12, #6 was still down 20 boxes, batteries were nearly full, but there was only 3 power in the capacitors. Bowl of Meat tried a phaser volley on Mare Serenitatis for one damage (bounced off her brick). A long range photon volley got lucky (1 hit out of 5 while needing 1s) to suck down 8 batteries. Follow up phasers from USS Venus did 4 more to do two more damage to the #6. Bowl of Meat ended the turn up one box (from repairs), but with drained batteries and 5.5 in capacitors.

Turn 13 was quieter, with the disruptor cannons firing at USS Breaker for one hit doing 2 damage to the #4. USS Stalwart hit with one photon to mostly drain the batteries again. Bowl of Meat ended the turn up one box (all it could afford), two batteries, and 6 in capacitors. Turn 14 saw Venus and Mare Serenitatis‘ photons online, and a hit drained most of the batteries again, letting Bowl of Meat repair two more boxes and get up to 6.5 in capacitors.

The problem with this bombardment was that I didn’t have the firepower needed to do more than slow the YDK down at this range. With proximity photons, damage is halved, but the odds of hitting are tripled, so the average damage would work out much better. Here, I was getting lucky, but not getting anywhere. On the other hand, there’s not much going on the EW front as once Bowl of Meat announces something, Solek will just counter it an impulse later. Extra EW would kill the budget on batteries, and Solek doesn’t have to do much else, so she can out-loan the base right now. I had also been planning on holding out for Breaker and Ney, but it was taking them forever to rejoin the fleet while repairing shields (at speed 3, they’d need another seven turns), so it was time to engage the YDK more closely.

Not that you could tell on turn 15, with everyone going speeds 2-3. Stalwart got lucky again with one photon hit, and Breaker turned in for distant fire support, and Bowl of Meat fired the disruptor cannons at her (following a strategy of getting rid of the more fragile ships first), and hit with one for 2 damage to the #6. Bowl of Meat ended ahead another two shield boxes and with 7 power in capacitors. Turn 16 saw very good rolls, with two hits from the every-second-turn volley of five photons, to do six damage to the #6 after all batteries. The bombarding force started getting to the 13-15 bracket this turn (no help on photons until 12, but phasers get better), and another set of good rolls did five damage to the #3 shield near the end of the turn. After repairs, batteries were out, and #6 was down four boxes.

During turn 17 Stalwart hit range 12, and fired near the bottom of the turn, hitting with one photon (absorbed in batteries again) thanks to the better range bracket. A phaser-1 missed, and Bowl of Meat‘s two disruptor cannons missed, with a bank of ph-1s only doing one damage (absorbed on battery). Turn 18 saw more good luck with 2 out of 5 photon torpedoes hitting, and two more damage from phasers to do 8 damage to the #6; Bowl of Meat switched from disruptor cannons to increased phaser power, but could not punch any damage through.

Turn 19 was when things finally went wrong for Star Fleet. Both of Stalwart‘s photons missed, as did the ph-1. Meanwhile, with ships in about one-turn travel range of the base, Bowl of Meat fired off a pair of death bolts, with an assumed target of Stalwart. Since I was soloing this part, I rolled at various points to see which way they went, and learn about actual targeting that way, and they went after USS Breaker, just entering the area. She also was a lower shift for the dock, so phasers fired at her, doing three damage to the mostly repaired #6 after batteries at range 13. USS Venus expended 3 phasers killing one of the death bolts (the main point behind this…), leaving one for cleanup by Solek; on impulse 32, the death bolt hit range 10, and she had an unused (and powered) channel which turned off tracking.

Not getting the batteries drained let Bowl of Meat start charging disruptor cannons while nearly filling the phaser capacitor, and self-loan a fifth point of ECM. The latter was immediately countered by Solek loaning extra ECCM to Venus and Mare Serenitatis. Turn 20 saw 1 of 5 photons hit, despite USS Venus firing from range 8. Phasers did another 6 (taking four off the #6, three of which were repaired; at this point there were only 5 boxes left), while Bowl of Meat fired on Mare Serenitatis at the end of the turn, when she slid into range 8, but the low-speed brick blocked almost all of it.

Bowl of Meat unleashed everything it had on Stalwart near the top of 21, hitting with both disruptor cannons and decent phaser rolls to punch 5 internals through the #1, some reinforcement, and batteries to take out a phaser and a warp. Breaker had finally come up, and added her photon (which missed) to Stalwart‘s volley, with a great phaser roll and one hit to get 2 damage past batteries, beating the one box repaired. The main three were all sitting at range 8 now, so Stalwart tacked a fresh shield right after taking damage, though the base was shot out.

The top of turn 22 saw the main volley do well (four photon hits, plus good phaser rolls) for 42 damage that translated into 18 internals after armor, generally hitting fluff, but getting the two special sensors. A follow-up phaser volley also rolled well for another 10 internals, taking out a phaser, death bolt launcher (empty, but being reloaded), and disruptor cannon. Turn 23 saw the base fire 9xphaser-1s at USS Stalwart through a +2 shift for 7 shield damage, while the bombardment did just enough to drain batteries. Turn 24 saw the main volleys do 19 internals, still mostly the insane amount of fluff (but center hull did run out), but got three phasers and the remaining heavy weapons.

Turn 25 was less active. USS Ney and Breaker stood in for Stalwart, but at slightly longer range, all they did was four damage taken on batteries. Bowl of Meat tried a heavy shot at Ney, but only did 1 damage. Turn 26 saw Ney take a point of shield damage, but despite only hitting with two photons, and a brick from leftover power, phasers got in for another 18 internals, including three phasers (which were now disappearing quickly from the front side of the base). Turn 27 saw 5 shield damage to USS Ney, while Stalwart and Breaker managed to get one internal past batteries and the regenerated shield.

Turn 28’s bombardment saw four photon hits, and solid phaser rolls for a total of 38 internals. This finally ran out the repair, and started taking out the cargo (there had been an amazing dearth of 7s, and everything else was a hull hit which translated to repair after that was gone), and allowed the first power hits—2 APR. USS Venus had been moving slowly forward, and was now in the 5 range bracket of phaser-1s, so Bowl of Meat turned its attention to her, but couldn’t get through the brick plus batteries. Turn 29 had Stalwart and Breaker get one more internal through.

By turn 30, USS Venus was re-parked at range 3 on one of the chords. This meant an intact weapon pod could target her at the top of the turn (usually Bowl of Meat had to wait on the even turns for them to swing around), and at range 3 the three ph-1s got through the brick and forced use of two batteries; at the end of the turn the other pod came around and did 6 shield damage. Meanwhile Venus and Mare Serenitatis hit with three photons, and had mediocre phaser rolls to do 36 internals. This finished off the cargo, which exposed the batteries to damage (three were hit), the lab started going fast, and another six APR were destroyed, along with all the L+RA phasers.

Afterword

I called it after that. The point was to see how much damage I’d take in the process of beating the base down, and with 3xph-1, 1xph-3, and a steady loss of power, the writing was finally on the wall. Only Wolfbite, Stalwart and Ney had taken internals; the first two could repair everything (that hadn’t already been destroyed), but Ney was out both cargo, three hull, a lab, a transporter, auxiliary control and the armor after repairs.

In general, firepower in the early era is lower compared to defenses later. And this showed it off well, the YDK has a lot of bulk, and is something I’m not likely to be able to deal with as long as there’s a friendly fleet in the area. I’m not looking forward to taking on the four other docks that exist. It is under-powered, but give it a couple turns and it can get everything up and going again, which is why the constant bombardment was important. I got very lucky early on with more photon hits than the average. Once I settled down to the siege, it was more a case of how long would it take to get the couple of lucky turns needed to start breaking it apart. And then it still took forever, because outside of the once only hits, DAC rows 3-6 and 8-11 resolve to hull, meaning there was 22 hull and 40 repair to break through before a power generation hit was possible. 7s aren’t any better, as they start with cargo (20 internals), and then go to hull.

I could have run the base better. I kept in passive ‘turtle’ mode, but switching things up with occasional 0/4 EW to blast something without a shift would probably have caused more casualties. But the base would take more unshifted phaser shots in return. The real problem is doing that part solo, I don’t outguess myself easily. And the WVC could handle most anything the base did (especially late, it was close enough, and should have just loaned 4 OEW to the base). Sitting nearly still Solek could self-generate 4 ECM, power both channels, and have a full pool of 8 EW to loan.

I think Mark could have done more in the early fleet action phase of the battle. However, I did get the lucky photon hits, leading to Wolfbite taking internals and losing two shields. Without a heavy cruiser present he was at a decided disadvantage, and having it there meant she would likely take a lot more damage, and probably leave the map nearly crippled. That said, accepting even that battle could easily have done enough damage to me so that I couldn’t take on the dock.

All my ships did fairly well, though Ney took serious damage early enough to not have done much. The extra armor and cargo on the leader variant helped at that point. The WDN is an amazing ship for the period, Venus was generally keeping an 8-point brick up for the entire bombardment.

└ Tags: gaming, Planets of Tripoli, SFB, Y78
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UR1 The Admiral’s Game

by Rindis on April 26, 2024 at 12:00 pm
Posted In: SFB

Mark and I have been playing a heavily rewritten form of “The Admiral’s Game” campaign from Advanced Missions. This is based on a version played on the SFB forums… nearly two decades ago.

I’ve thought about those old campaigns a bunch in the years since then, and that’s how I came to write up my own rules. Recently, I’ve started a thread about my rules over on Board Game Geek. Feel free to look in there and comment. Campaigns are big investments, but very tempting ones; I wish we had a bit more time to dedicate to such projects.

The current version of my rules are downloadable here.

I’ve provided some of my thinking, and overall prep work for our group’s current date of Y162 on the BGG thread.

I’ve spent a fair amount of time studying costs and worked out an overall general income schedule that I think will work (Y170-Y180 income might need to go a little higher), and I’ve talked about it in a series of posts starting here recently.

I have also started a solo campaign with the Klingons invading the Federation in Y162. I report on it in that thread as well, and in this post I show the purchases for both sides. This is generally the one secret part of the campaign, so it’s not something I can show off in the game with Mark. The next post gives the Y162 deployments for both sides. One actual battle resulted, with the other battles being too lopsided to play.

That one battle was entertaining. The full writeup starts here, but the summary is that a Federation CC and CA tried to take out a Klingon ship (possibly one of the two E4s present) and then escape before the Klingons can do too much damage. Random terrain generated a sparse asteroid field, which forced shorter ranges than the originally envisioned prox-torp duel. Neither side played that well (me playing both of them keeps me from coming up with anything brilliant, and I’m often doing this while distracted), and ended up with a close range pass at the top of turn 3.

IKV Desecration (D6-21) was absolutely gutted in the exchange (six power left), while CC USS Kongo (NCC-1710) lost the front shield and a good number of phasers. She ran for distance, while CAR USS Defiance (NCC-1717) couldn’t quite do internals to IKV Devastator (D7-15), but forced her away from Kongo. The two E4s also don’t do more than shield damage to Kongo, and one took a handful of internals in return.

Defiance turned in for a shot at Devastator, neither side did much, and Defiance dodged around her to get at Desecration, ending with her destruction. Defiance is now alone, and dodged through an asteroid cluster with and lost the #1 to take internals from hitting too many asteroids (in addition to what the pursuing Klingons manage). Both Star Fleet vessels disengaged off the map. The Klingons technically won, but Star Fleet accomplished the primary mission. However, both ships were too heavily damaged for easy repairs, and may sit out next year (Kongo especially).

I’m delaying getting back to the campaign right now… and may start a Hydran one to see how the campaign rules with fighters actually work in practice. I’m currently doubting whether the Hydrans can be competitive with my current setup.

└ Tags: gaming, SFB, Y162
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SH169 Incident at Morkedia

by Rindis on February 22, 2024 at 12:00 pm
Posted In: SFB

After our latest fight in Hatten, Patch and I turned to SFB for our next main fight. Patch settled on an unusual fight with the Jindarians as our next scenario.

In “Incident at Morkedia”, a Jindarian caravan does a rare unprovoked attack on a small settlement, apparently after supplies. They have three of their asteroid ships (a CA and two CLs), while Federation forces show up for the defense at the start of turn 5 with a CA and CL. However, the settlement is well defended with a FF and pair of POLs on hand, along with a mobile base in orbit and a pair of ph-4 batteries, with a mining base and military garrison at the settlement.

The real goal is for the Jindarians to win control of the surface, bring a bunch of supplies up to their ships, and then get out again, with victory determined by how much they grabbed. I never even got close to that, and didn’t even get to the point of really worrying about it, because I had enough problems dealing with everything else around. But, we did get some practice with a lot of rules we’re not used to, starting with the Jindarians themselves. But ground bases, atmosphere effects, and the like are not things either of us is practiced in.

The Jindarians are pretty different on their own. They’ve been living in asteroids for millennia, and their ships are their homes. They only have minimal shields, but have lots of armor representing the bulk of the asteroid for each shield facing, and can even repair a certain amount of the armor during the scenario (and the shields at the same time, so they can potentially get a fair amount of protection back in one turn). The interiors of the ships are protected by special rules designating that none of them have a standard layout, and ‘anti-transporter fields’ that require power to operate, each cover one shield facing, and are hit on flag bridge hits. They have a few option slots, which are limited here to mostly cargo and hull, with one set of barracks. There’s extra fluff in fabrication and works boxes (destroyed on lab and cargo hits respectively). Shuttles are plentiful, and weapons are powerful, but few in number; movement costs are lower than expected of their class (and therefore much lower than you’d expect of a flying rock), but power is inadequate even for the low MC, making them overall power deficient.

Total armament across a CA and two CLs is nine WRGs (warp-augmented rail guns) and ten phasers. With those classes, I’d expect eight to ten heavy weapons (and the WRG is a good one), but a minimum of fourteen phasers, they have the Fed problem writ large, with a few internals compromising phaser coverage. Worse, they’re evenly distributed in various arcs, so there’s no good concentration of firepower to be had.

Once we sorted through a few difficulties in the rules (generally dealing with small base operations), we got going with my speeds meant to get me near the planet in one turn (20 for the CLs, CA 18), while the Federation ships cruised at somewhat lower speeds. Patch started with an instant minefield to interfere with those plans by putting three transporter bombs three hexes each from the planet, and then transported a fourth on impulse 3. The Federation ships then left, and later started swinging around onto my flank. The CLs stayed together and were on final approach to the planet by the end of the turn (taking a transporter bomb on the way in) while the CA cruised straight ahead all turn.

The two ph-4s fired on the CA as it dropped below the horizon on impulse 25. At range 7 they did 23 damage to punch through the #1 shield and do 13 to the armor (about a quarter of it). On 28 the two CLs each fired a WRG at the FF, with one hit through a +1 shift to do 17 damage (at range 4; the WRG has a scarily flat damage and to hit curve, with the to-hit dropping every ten hexes and the damage dropping every five, so that range 1-5 is all 5 or less to hit with 17 damage), and nearly collapse the #6. The next impulse another WRG fired and hit to do 14 internals to the FF, while two phasers from it nearly got the #5 shield of one of the CLs. On 30 a POL fired a photon at the CL but thankfully missed. On 31 the lead CL crashed into the minefield knocking out its #1, and the MB followed up with 2xph-1 for another 8 damage to the armor. On 32 the MB’s orbit brought it to range 1 of the lead CL, and it fired bearing ph-3s to do another seven damage to the armor, while the CL hit it with a WRG and 2xph-1s for 25 damage, leaving shield #5 at one box.


Turn 1, Impulse 32, showing movement from 16 on.
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└ Tags: gaming, SFB, Y162
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UR1 Y78 Planets of Tripoli Region 3

by Rindis on November 5, 2023 at 12:00 pm
Posted In: SFB

Back at the end of June, Mark and I got to playing the first region of the second year of our SFB campaign. The available fights are two base battles and three open space ones, and we started with the most interesting, and probably most balanced one of the latter. I’m up about 40 BPV in Region 4, and down about that much in the other two. But Region 3 features the brand-new YCA USS Republic as my command ship. While its not as far above the W-series as an X-ship compared to General War ships (while the extra warp, and speed, is very important, its still stuck with the same weapons as an older ship), as the only one in the campaign so far, it has an outsized importance. So we started there.


Also of note for me is USS Texas. The WCL is the only early class that can upgrade to later technology (eventually becoming the middle-years CL). Light cruisers have been lackluster, and I have a feeling that the YCL version would be a lackluster Y-series ship; but that still beats any W-series ships, which everything else is stuck as. And it is the second Federation Y-class, so it can be prototyped next year. So, my hope was to push out out in front to take enough damage to be worth putting in drydock, but not get it destroyed, at which point it would get refitted.

As an open space battle, we started with determining terrain, which ended up in empty space. Setup areas were also fairly standard, but I ended up with Weapon Status I, and Mark at WS-III. I started out with needing to charge phasers and photon torpedoes from scratch, while the Carnivon fleet was fully loaded including a full set of death bolts on the launchers, and he immediately set about moving new ones out of storage into the racks.

All this let him start with a fleet speed of 14, while I was mostly speed 6, with the WOD going 7 and the YCA going 8. With ranges dropping, USS Republic (NCC-1600) sprinted ahead on turn 2 at speed 16, and the WOC sped up to 7, while the Carnivon force dropped to speed 4 but running full ECM. On impulse 32, the YCA was four hexes from the Carnivon fleet, and the #6 shields of half of it. I tried a full spread at one of the DDs (Blackdog) with ECCM from batteries to counter the ECM but rolled horribly to do one damage with a phaser (all 5s and 6s outside a single 3 for the phaser). And the one point didn’t even register on the shield.


End of Turn 2. If at first you don’t succeed….
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└ Tags: gaming, Planets of Tripoli, SFB, Y78
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The Planets of Tripoli Y78

by Rindis on June 18, 2023 at 12:00 pm
Posted In: SFB

With six victories, and two defeats, I had no trouble passing to the second defense line in Mark and I’s modified Admiral’s Game campaign.

No ships were destroyed, but three bases were. Five of my ships were damaged (including two out of eight armor on USS Mare Serenitatis), and five of Mark’s were. Most of these just lost their armor, but WND USS Battler, and WOD USS Dunelle don’t have armor, and “merely” took enough damage to not be fully repairable. One base was left behind as the fighting shifted up a defense line, and Mark left WCA Wolfclaw and WDD Vainglory there, forcing me to screen it with at least five ships (three plus two to match his two).

That passes the action to Y78, and new ships are built, including an obligation for two destroyers and two frigates. Carnivon construction had no extra ships this year:

Federation construction:

With a Year In Service of Y79, I get to build the YCA as a prototype this year, and just have the budget for it (my calculations say I should be able to build a second one in Y80, but other concerns may put it off). It is the earliest available ‘early’ (Yxx) ship, so it will be noticeably faster than everything else… which means it will need to hold itself back in a fleet. Also, our command system works off of EPV, so it will be ‘expensive’ to include in a fleet other than as a command ship.

Y3 introduced leader variants for the Terran frigate and destroyer, and after noting them, I decided to switch out my Terran destroyer for the leader version, which gains a transporter, two cargo and a point of armor for one BPV/EPV. (My next Terran frigate, in about two years, will be the WFL, which gains three armor, and was the primary motivation for trying them after USS Marengo got smacked last year.)

And now we have the full line up of ship assignments ready (names in brown text have previous damage that can only be eliminated by going into Reserve):

The new Battle Stars column is pure fluff to show which ships are the veterans of the campaign. A ship gets a battle star each time it’s in a region where we put counters on the table, even if very little action results like in a couple of our fights last year. (Conversely, the ships in region 3 last year were assumed to have fought it out, but we didn’t actually play it, so no battle stars were awarded, including for two ships that got damaged.)

Four of my ships were forced into reserve because they retreated out of battles last time. This means I only have one more ship to work with than last year, but USS Battler and Dunelle are too damaged to put into battle this time so they also are in Reserve for repairs. Ferocity and Marengo are less valuable, and so I put them in to fill out minimal groups, and are effectively sitting out this year and next when they will be in Reserve.

Meanwhile, the defending Carnivons only need to put ships in Reserve for repairs. Mark has gone ahead and put them on the line anyway to fill out his forces, with the exception of the dreadnought I damaged in region 1 last year.

Not wanting to leave any more bases behind if I didn’t have to, my first plan was for two high-power fleets to go after the docks in regions 2 and 5. As we resolved more Y77 fights, I had to trim that back, and went to plan 2—take out the left behind base and go for one of the docks. That would have worked better if there weren’t any ships left behind at it, or at least none as big as a cruiser.

Region 6 got a slightly large pair in case I caught Mark also putting out a minimal force to concentrate elsewhere, but he has good density everywhere, so that and region 2 have been declared as losses with my forces retreating into Reserve. I will have to win all four remaining battles on this defense line to advance to line 3. Even if I do it, I might be too beat up to continue.

Region 5 promises to be an epic base battle with our biggest forces (by BPV). The WVC has special sensors, which should help a bunch. The other three battles are all about 40 BPV off of each other (with me disadvantaged in two of them), or around  15% tilt, and should get exciting, and probably bloodier than anything last year. We are starting in Region 3, where my YCA is leading a fleet against his undamaged command cruiser. Hopefully, the extra power on it will help make up my technical 35-point deficit.

└ Tags: gaming, Planets of Tripoli, SFB, Y78
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